function NPC(section) {
	this.Section = section;
	this.Stats=[];
	this.Attrib=new Object();
	this.Attrib["HP"]=new Array(2);
	this.Attrib["HP"][0]=0;
	this.Attrib["HP"][1]=0;
	this.Action=new Object();
	this.Time=0; //Set this to 0 since this creature has just been created.
	this.lAttack;
	this.xPos;
	this.yPos;
	this.xTar;
	this.yTar;
}

NPC.prototype.setAttrib = function(HP,INI,MVE) {
	this.Attrib["HP"][0]=HP;
	this.Attrib["HP"][1]=HP;
	this.Attrib["INI"]=INI;
	this.Attrib["MVE"]=MVE;
}

NPC.prototype.setCombat = function(ATK,DAM,DEF,DOD,ARM) {
	this.Attrib["ATK"]=ATK;
	this.Attrib["DAM"]=DAM;
	this.Attrib["DEF"]=DEF;
	this.Attrib["DOD"]=DOD;
	this.Attrib["ARM"]=ARM
}

NPC.prototype.SetStats = function(PHY,MEN,SWT,PER) {
	this.Attrib["PHY"]=PHY;
	this.Attrib["MEN"]=MEN;
	this.Attrib["SWT"]=SWT;
	this.Attrib["PER"]=PER;
}

NPC.prototype.setAction = function(KEY,call) {
	this.Action[KEY]=call;
	//Valid Actions
	// 
}

NPC.prototype.move = function() {
	if (this.yTar != -1) {
		//Move towards whatever is currently targeted.
		var path = this.Section.World.AStar.search([this.yPos,this.xPos],[this.yTar,this.xTar],this.Section);
		//If the Len is 1 then we are right next to and should be using the standard attack instead. Since this will make the coding of simple mobs easier.
		if (path.length = 1) {
			this.attack()
		}
	} else {
		//Move in random Direction
	}
	
}

NPC.prototype.attack = function() {
	//Standard attack function
}

